More RPG involvement

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How about, the more you use an attack (say gallet gun) it becomes more powerful? lets say, at powerlevel 2.5mil (isnt that when vegeta goes ss?) his beams radius is pretty basic, even when super saiyan. But the more and more he uses it, the less power needed to use, and the bigger radius,damage,speed etc. increases. Ofcourse do get a HUGE powerful super fast ultimate Gallet Gun would take hours and hours, but atleast the more you use an ability the better it would get, you could also have this effect on melee too.
 
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Isn't it basically like this... already?
 
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No, you dont quite understand lemme explain it again:

Ok, yes the more you use an ability, the more your power level rises.
But lets say you use 1 certain ability (we'll use gallet gun again) alot. That ability can have a seperate power level of its own, like a behind-the-scenes power level. So say there are 3 vegetas in teh server, all with reasonbly the same power level, one could have a very powerful gattlet gun, one could have a powerful big bang attack and one could be an all out melee elite. sorry i should've explained it better before
 
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So you want to have exp, and 'levels' of a technique. Say after using a technique a number of times you raise that technique to level 2 where it becomes more powerful?

I think that would encourage beam spammers to spam more to get to level 100, and god knows what'll happen when they get that far.
 
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I think I get what you mean. It'd add more diversity, but I don't know if it'd be enough to even really notice.

The way I'm thinking of it working would be that the player would have a form of "power points" for each attack. It's one total ammount, shared between all your different attacks. The more you use one attack, the more power points it gets. So, if you keep using one attack more than others, that one attack will have all your power points, and the other attacks wouldn't have many at all.

Of course, the player would never see these "power points", they'd be an invisible pool of damage-modifying numbers.

Like I said though, this probably won't ammount to much. Currently, your attacks get stronger as you do, this is just a little modification of that.

EDIT:
Rocky87 said:
So you want to have exp, and 'levels' of a technique. Say after using a technique a number of times you raise that technique to level 2 where it becomes more powerful?
I don't like the idea of each attack having experience points and levels, though. That's kind of tacky, and the game already has enough of that with PL and transformation requirements and whatnot.
 
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Well to keep *beam spammers* at bay, make it something like the more power you put into a beam the more experience you get? Or maybe you have to charge it up to a minimum of 50% power, then let it loose for a bit of exp.

Instead of *going up levels* just set it out like normal pl, your simply accumilating more and more power, but you dont have set levels, the ability gets gradually better. Any more suggestions on how to stop beam spammers?
 
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sounds to me like you never fought a beamspammer :p
beamspammers hide, charge till max then popup and BOOM ur dead...lame-ass technique
 
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probally just a behind the scenes 100 points. These points are distributed based on percentage of each technique.

Say you melee and beam jump only. Basic melee will get probally 4 to 8 more damage (pl diffrences) and your beam jumps would be faster.
Say you just use rezonku and blue beam. Vegeta will throw out more ki balls (not more damage) it will charge faster too. And the blue beam will do about 3 extra damage and charge faster.
If you do only melee, other things like turbo will looose effectiveness (less pl gained like .1 instead of .25) but chain swooping will last longer and faster.


Note:
-if something drops below 20 percent useage, the bad things happen
-if something is used ablove 80 percent, the good things happen
-50% means nothing happenes
-55% means a small amount of good things happen
-45% means a small amount of the bad thigns happen

INATE ABILITIES - possible points 100
Here would be a list of the ablilties and what would happen when distributed:
Turbo
When used often:
-more pl gain (max of .5)
-more speed gain
When used less:
-less pl gain (min of .1)
-less speed gain
Chain swooping(this is diffrent from just one swoop and stop)
More often:
-Further distances
-More speed
Less often:
-Small distances
-Less speed
(In case if you ask is this fair, yes it is. Once a person uses it less, he is forced to use it more. And when he uses it more, he doesnt have to press it as often and goes less)

Other possible inate abilities would be running(speed), recovering(effectiveness/speed/Ki drain), teleporting(distance), flying(Ki drain), and beam jumping(speed). (I just didnt feel like listing these things)
The Inate Ablilties balance out because the better the player, the more they force the others do to these things.


CONTROLED ABILITIES - 50 points (I am covering the major attacks)
Rezonku
Used:
more ki balls, faster charge
Not used:
same ki balls, slower charge
Ki balls
Used:
faster shooting, more accurate
Not used:
Slower shooting, less accurate
ANY BEAM (attached) (The blast radius change is changed AFTER the size of the pl explosion is calucated)
Used:
faster chargeing, bigger blast radius (not nessasseraly more damage)
Not used:
Slower chargeing, smaller blast radius
BALLS (Anything that isn't attached after you fire it, includes SBC)....(you sicko)
Used:
Less pl used (without loss of damage), speed SLIGHTLY increased
Not used:
More pl used, speed SLIGHTLY decreased
(SLIGHTLY means just enough to notice)
Lazers
Used:
(Freiza)Faster refire rate
(Buu) more distance
Not used:
(Frieza)Slower refire rate
(Buu) less distance
Discs
Less ki drain/more ki drain
Homing attacks
No change, already overused as is.
MELEE
Used:
more damage, less ki drain with prepunches (PROBALLY a change with randoms too)
Not used:
less damage, more ki drain with prepunches (PROBALLY a change with randoms too)

Keep in mind that the "points" are auctally based on percentage of the used attack(s). This makes it balanced because when the players that use melee attack, it forces others to use a beam system or attack with melee themselves.

An other kicker would be if a player does nothing the "points" slowly dissappear. The more "points" you have acculmated to an attack, the easer that they dissappear.

One more thing I didnt specify. There are given 100 points to EACH inate abilities while there are 50 pints that are given to EACH of your attacks. The more you use the one ability/attack the more is taken from the other abilities/attacks. And when you respawn the whole thing resets. (giveing more fairness to really bad people)



I think this is the system that he was thinking about
 
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This suggestion is like taking the features of GTA: SA and putiing them into ESF

i like that :)

:yes: :yes: :yes: :yes: :yes:
 
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Robby said:
This suggestion is like taking the features of GTA: SA and putiing them into ESF

i like that :)
Yeah considering GTA SA was the first ever game to use wepon experance and upgrades!...
not...

But it sounds good... but I'd still rather it was a gameplay mode ... as it might get a little spammy otherwise.
 
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Spammers 1 at a time have never ever been a problem for me cept in my noob days... but when u got 3 or 4 of em spamming ure melee fight to hell.... thats just down right lame.
 
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geeze KilledWithStyle, that was a damn detailed piece of info you posted that, and i love it, ido agree with everyoen else about teh beam spammers and the fact that esf does have enough exp gainning features...but as this forum is named...twas only a suggestion
 

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